﻿#include <tchar.h>
#include <Windows.h>
#include <commctrl.h>

#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_opengl2.h"

#include <SDL.h>
#include <SDL_syswm.h>
#include <SDL_opengl.h>

#include "glyph-ranges-ja.h"

#if defined (_WIN32)
#include "imgui_imm32_onthespot.h"
#include "imgui_imm32_onthespot_sdl.h"
#endif /* defined( _WIN32 ) */

#include "imgex.hpp"

#include <iostream>
#include <locale>

/** initialize windows common controls. */
static int common_control_initialize();

static int common_control_initialize()
{
  // 今 InitCommonControls() を呼び出しているので、 Comctl32.dll は暗黙的にリンクしている
  // しかしながら、 求められているのは InitCommonControlsEx であるので、そちらが存在していればそれを使う 
  HMODULE comctl32 = nullptr;
  if (!GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_UNCHANGED_REFCOUNT, L"Comctl32.dll", &comctl32)) {
    return EXIT_FAILURE;
  }

  assert(comctl32 != nullptr);
  if (comctl32) {
    { // InitCommonControlsEx を使用して初期化を試みる
      typename std::add_pointer< decltype(InitCommonControlsEx) >::type lpfnInitCommonControlsEx =
        reinterpret_cast<typename std::add_pointer< decltype(InitCommonControlsEx) >::type>(GetProcAddress(comctl32, "InitCommonControlsEx"));
      // InitCommonControlsEx が見つかった場合
      if (lpfnInitCommonControlsEx) {
        const INITCOMMONCONTROLSEX initcommoncontrolsex = { sizeof(INITCOMMONCONTROLSEX), ICC_WIN95_CLASSES };
        if (!lpfnInitCommonControlsEx(&initcommoncontrolsex)) {
          assert(!" InitCommonControlsEx(&initcommoncontrolsex) ");
          return EXIT_FAILURE;
        }
        OutputDebugStringW(L"initCommonControlsEx Enable\n");
        return 0;
      }
    }
    { //InitCommonControls を使用して初期化を試みる
      InitCommonControls();
      OutputDebugStringW(L"initCommonControls Enable\n");
      return 0;
    }
  }
  return 1;
}

int APIENTRY wWinMain(_In_ HINSTANCE hInstance,
                      _In_opt_ HINSTANCE,
                      _In_ LPWSTR    lpCmdLine,
                      _In_ int       nCmdShow)
{
  UNREFERENCED_PARAMETER(lpCmdLine);

  /*********************************************/
  /* IMM32 変更点  #1                            */
  /*********************************************/

  // snprintf 等が wide-multibyte 変換で使うのでローケルの設定は必要
  // ただし windows では mingw の gcc は、ローケルが Cローケルしか受け付けないのでこれは、Visual C++ ぐらいしか使えない
  // (mingw の 仕様のミスなので、当方では修正できません）
  (void)std::locale::global( std::locale("") ); 
    
  common_control_initialize();

  // Setup SDL
  if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
    {
      printf("Error: %s\n", SDL_GetError());
      return -1;
    }

  // Setup window
  SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  constexpr Uint32 window_flags = 
    imgex::composite_flags<Uint32>(SDL_WINDOW_OPENGL,SDL_WINDOW_RESIZABLE, SDL_WINDOW_ALLOW_HIGHDPI);
  SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  SDL_GL_MakeCurrent(window, gl_context);
  SDL_GL_SetSwapInterval(1); // Enable vsync

  // Setup Dear ImGui context
  IMGUI_CHECKVERSION();
  ImGui::CreateContext();

  ImGuiIO& io = ImGui::GetIO();
  (void)io;
  //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
  //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls

  // Setup Dear ImGui style
  ImGui::StyleColorsDark();
  //ImGui::StyleColorsClassic();

  // Setup Platform/Renderer bindings
  ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  ImGui_ImplOpenGL2_Init();

  // Load Fonts
  // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
  // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
  // - Read 'misc/fonts/README.txt' for more instructions and details.
  // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  //

  {
    // フォントの指定
    // フォントの合成を行いたいので MergeMode を有効にする
    const ImFontConfig config = []() {
      ImFontConfig config{};
      config.MergeMode = true;
      config.PixelSnapH = true;
      config.SizePixels = 16.0f * 1.0f;
      return config;
    }();

    io.Fonts->AddFontDefault();
    io.Fonts->AddFontFromFileTTF("NotoSansMonoCJKjp-Regular.otf",
                                 16.0f,
                                 &config, 
                                 getJapaneseGlyphRanges()); //  io.Fonts->GetGlyphRangesJapanese());
  }

  //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  //IM_ASSERT(font != NULL);

  // Our state
  bool show_demo_window = true;
  bool show_another_window = false;
  ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

  /*********************************************/
  /* IMM32 変更点  #2                            */
  /*********************************************/
  ImGUIIMMCommunication imguiIMMCommunication{};
  VERIFY( imguiIMMCommunication.subclassify( window ) );

  // Main loop
  bool done = false;
  while (!done)
    {
      // Poll and handle events (inputs, window resize, etc.)
      // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
      // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
      // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
      // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
      SDL_Event event;
      while (SDL_PollEvent(&event))
        {
          ImGui_ImplSDL2_ProcessEvent(&event);
          if (event.type == SDL_QUIT)
            done = true;
        }

      // Start the Dear ImGui frame
      ImGui_ImplOpenGL2_NewFrame();
      ImGui_ImplSDL2_NewFrame(window);
      ImGui::NewFrame();

      // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
      if (show_demo_window)
        ImGui::ShowDemoWindow(&show_demo_window);

      // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
      {
        static float f = 0.0f;
        static int counter = 0;

        ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.

        ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
        ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
        ImGui::Checkbox("Another Window", &show_another_window);

        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
        ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color

        if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
          counter++;
        ImGui::SameLine();
        ImGui::Text("counter = %d", counter);

        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
        ImGui::End();
      }

      // 3. Show another simple window.
      if (show_another_window)
        {
          ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
          ImGui::Text("Hello from another window!");
          if (ImGui::Button("Close Me"))
            show_another_window = false;
          ImGui::End();
        }


      /*********************************************/
      /* IMM32 変更点  #3                            */
      /*********************************************/
      imguiIMMCommunication(); // IMM popup の描画
        
      // Rendering
      ImGui::Render();

      glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
      glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
      glClear(GL_COLOR_BUFFER_BIT);
      //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
      ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
      SDL_GL_SwapWindow(window);
    }

  // Cleanup
  ImGui_ImplOpenGL2_Shutdown();
  ImGui_ImplSDL2_Shutdown();
  ImGui::DestroyContext();

  SDL_GL_DeleteContext(gl_context);
  SDL_DestroyWindow(window);
  SDL_Quit();

  return EXIT_SUCCESS;
}
